FO1 Experiment

dude_obj

Vault Senior Citizen
Moderator
I was trying to get the FO1 maps working in the FO2 mapper, primarily to port my weapons expansion to FO1 easily. I have always had trouble getting the FO1 maps to work properly in the mapper. I could open the maps but critters and items showed the wrong names. So corpse told me a way to make this work:

1) Extract the contents of Fallout 1 master.dat and critters.dat to \Fallout1\data

2) Set up the mapper2.cfg like this:

critter_dat=C:\Fallout2\critter.dat
critter_patches=C:\Fallout1\Data
master_dat=C:\Fallout2\master.dat
master_patches=C:\Fallout1\Data

3) FO1 doesn't have the right PERK.MSG file for the FO2 engine, so either deleting it from \Fallout1\text\english\game or copying the FO2 version of PERK.MSG there allows the engine to initialize.

4) The game won't run with FO1 premade character .gcd files. Delete those and the game will start.

So after first looking in the mapper, and seeing that all looked good for FO1 maps (right critter names and script names etc) I figured that this should run in the FO2 game. So I created an FO2LC loader that starts on map v13ent.map. It works! I'm walking around in the first FO1 map in the FO2 engine.

Can't get very far because the exit grids don't work and neither do the elevators, but I can get items from lockers, and the the people in vault13 say the correct floating text (so scripts are working). Something is wrong with the rat scripts because they run away rather than attacking. But hey it is running! This gives me some level of encouragement that its possible to get FO1 working on the FO2 engine. There's lots of things to sort out, and probably need to recompile a lot of scripts, but it looks like it's doable.

One of the first things thats weird is unless I delete the FO1 \art\intrface I get buttons in the wrong location for background. The major thing about going all the way with this is making a new worldmap.txt, sorting out all the AI stuff (FO2 has more compicated AI), and figure out the party member stuff (So ian can be told not to shoot you in the back). hehe

I might try to get the first couple of FO1 locations working just to see how much work it is.
 
Uhm, I remember Calleb toying with importing F1 maps to F2, and it worked pretty fine, but I also think he put all the critters on the map anew.

Good luck with the work!
 
Great stuff dude_obj!

I once heard that the world map was embedded into the Fallout.exe (FO1) and so I decied to take a look around inside it with a hex editor and a 'exe text extractor' but I couldnt really find much in there, certianly not anywhere near the ammount of text I wouild expect for a worldmap.txt file.

So either the locations in FO1 were handled very different or the Worldmap.txt file information is in a different file (other than the fallout.exe) and if we track it down we may be able to convert it.

Also....

1) What is the size of the Fallout 1 map compared to Fallout 2?

2) Can we use the same map, or do we need corpse to make a new one?

3) How can we find out the town locations for FO1, or do we jsut put them in 'about the right place'
 
Wild_qwerty said:
I once heard that the world map was embedded into the Fallout.exe (FO1)

Well I can find hardcoded map names in the executable, and FO1 has no worldmap.txt, so it does appear that world map data is hardcoded. But its now running on FO2 engine, so it needs new worldmap.txt and city.txt.

Wild_qwerty said:
certianly not anywhere near the ammount of text I wouild expect for a worldmap.txt file.

I suspect that FO1 world map configuration details are much simpler than in FO2. Looks to me like the whole worldmap.txt approach was one of the major upgrades of the engine.

Wild_qwerty said:
1) What is the size of the Fallout 1 map compared to Fallout 2?

Not sure but I already have a worldmap of all of california. So both the FO1 and FO2 maps could be placed,

Wild_qwerty said:
2) Can we use the same map, or do we need corpse to make a new one?

I think the original FO1 world map could be made to work in FO2 engine by setting up worldmap.txt and city.txt properly (not a small task but should be possible). Also, I have a great map of CA (from Corpse). One idea we have talked about is adding "aged" FO1 cities to the FO2 map, maybe as future part of this expansion. I'm thinking about this for future additions to the expansion:

- FoT armors
- FoT critters
- New random encounters
- Adding FO1 locations

Trying to decide right now whether to work on an FO1 version of the expansion (so these new weapons can be used), or just get all of this new stuff into FO2.

Wild_qwerty said:
3) How can we find out the town locations for FO1, or do we jsut put them in 'about the right place'

Corpse apparently knows the locations for both FO1 and FO2 on his maps. All that is needed is tweaked worldmap.txt and city.txt.


EDIT: This is freaky, I have all of FO1 vault 13 working in the FO2 engine. Everything works: the computer that opens the vault door, elevators, overseer talking head, all the scripts. The maps and protos are editable with the FO2 mapper. I'm pretty much convinced that FO1 could be ported over to work on FO2 engine. Party member level-ups, changeable armor, party controls, push function, advance past level 20 ...
 
That is hopeful news! care to elaborate.. since im currently trying to get one of the fallout maps to be coppied to replace a f2 town map since i cbf replacing every texture of the walls and ground one by one.. just so i can kinda relive that f1 rustic feeling of the original maps.
I have added all the f1 maps to the mapper and can load them all but i have no idea how to copy a f1 map to replace a f2 map ( just the buildings and general layout tiles ect not the critters, scripts ect if u know what i meen ) like i want ncr to look like junktown..rather than rebuild junktown from scratch when i can just copy over the original map design..can it be done?
 
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